Techpriest Magos Greyfarn, PC for Dark Heresy

header reads 'magos greyfarn, hail science!'
40k techpriest Magos Greyfarn in knackered red robes holding a simple staff, thick goggles, and three linked servo-skulls buzzing about his head to offset his poor eyesight, as seen from the front left
Finished product first!

I recently got involved in a Dark Heresy 1ed game (and not one I was running for once!) which gave me a great excuse opportunity to buy another mini for my Techpriest, Magos Greyfarn.

I’m obsessed with the Adeptus Mechanicus, and always excited to explore more facets of them. As the Mechanicus are basically space wizards (simultaneously hoarding secret knowledge but desperately wanting to show off how smart they are by building giant towers filled with weird inventions), I wanted to make a quintessential wizarding archetype – the doddering old genius.

I’m also a huge fan of Futurama, so after watching Bender’s Big Game, I knew what needed to be done. I set about finding a mini to perfectly represent Hubert Farnsworth in the 41st millennium.

My search ended almost immediately with Artel W’s offering – Preacher Ignacius Fahrnsworth. Well heck. Straight into the basket you go.

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Gloomhaunts from Dark Heresy

header reads gloomhaunts, leather-winged hunters that drop from the rafters
A dozen scratch-built gloomhaunts mounted in swarms, they look like horrible zubats
Finished product first!

Originally introduced for Dark Heresy, the Gloomhaunt is a classic fantasy beastie effortlessly inserted into the abandoned corridors, dank caves and hissing service tunnels of the 41st millennium. I needed some winged beasties for our Dark Heresy campaign for the Beast House section and thought Gloomhaunts would fit perfectly.

As they’re ambush predators they’re not much of a threat if you catch one of them sneaking up on you, so I’d need a bunch of them assembled in case I needed a swarm for some of the higher power games, like Rogue Trader or Wrath and Glory. They’d even make great horrors in the dark for Necromunda, so having a few singles and some swarm bases would be helpful for ease of play.

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WIP Necromunda Slaver Guild Entourage – Mercator Sanguis

header reads slave guild wip, an entourage of chained servants and their masters
A scratch built Necromunda Slave Guild entourage made from lots of different plastic bits
Finished product first!

One of the aspects I enjoy about Necromunda is the modelling challenges it presents, and this Slaver Guild project is one of them.

Since the addition of the Book of Peril, you can ally with Guilds and criminal organisations to unlock unique boons and deploy small squads (called entourages) alongside your current gang.

These entourages usually consist of a leader, a champion, and 1-3 pleb-level fighters. They’ll usually be equipped with a very particular set of skills and equipment, meaning there are no real out-of-the-box options (yet!) available for them. I’d love to see some plastic kits, especially for the Bioshock-esque Water Siphoning Guild, but I can’t imagine those kinds of kits are high on GW’s agenda.

One of the alliances available is the Slave Guild, replete with Slaver Entourage. They provide some interesting bonuses to gangs they are allied with, but I was mostly interested in seeing if I could kitbash four drugged-up chain glaive-wielding goons from whatever I could find in my bits box. Game on!

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Beast House Jackal Mask

banner reads Jackal Mask, the top dog of the beast house
Beast House Jackal Mask, a corpulent giant of a man hidden behind a black canine respirator, chain glaive over one shoulder and grenade launcher slung under the other arm, as seen from the front
Finished product first!

The Beast House project needs a little leadership, and the Hare-masked lieutenant just wasn’t cutting it. Our Dark Heresy group deftly slipped past Hare Mask and her Ogryn Butcher and they’re making a beeline for the head honcho, Jackal Mask.

The module describes him as huge and terrifying, with some built-in shock whip tentacles taking up one of his arms. Sadly the module is non-descript about his fate, suggesting his body is found in a trunk, skin flensed and missing an arm, so the Acolytes are never intended to take on Jackal Mask at any point. I thought that was a bit disappointing, as knowing my players, they’re desperate to exact revenge.

The project brief was quite open ended: build a big lad that could reasonably be the head of the Beast House operations, to make for an interesting foe in Dark Heresy and as a potential gang boss in Necromunda.

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Beast House Hare Mask

Hare Mask, a boss from the Beast House, in filthy dark grey furs and leathers, armed with a rusty combat shotgun and shockmaul, wearing a rusty metal mask with tall rabbit ears like a Splicer from Bioshock, as seen from the front right
Finished product first

Last time I’d finished up some slavers for my Beast House project in our ongoing Dark Heresy campaign, and as our players were nearing the end of their time in the Red Cages, it was time to meet Hare Mask.

The players had been stripped naked and thrown in a pit, and after a few sessions of Saw-style hammer house of horror, they had scraped together enough ragged armour and rusty blades to take on the final boss of the Red Cages.

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Hive Noon third wave – Cowboy genestealer cultists

header reads 'hive noon third wave, finished photos of the gang'
Hive Noon, a cowboy-themed genestealer cultist Necromunda gang, 21 fighters with familiars, champions, and a brute
Family photo!

It’s been a long road to Hive Noon, my cowboy genestealer cultists project. You can catch up on the previous ones here:

Last week I’d put together the last few pieces – a gang relic and a genestealer-flavoured stand-in for the Ogryn-Servitor Brute. Now, with both of them painted up, it was a great opportunity to get a whole family photo as well.

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